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GPU/HW: Use texture instead of RTs for rewind/runahead w/o MSAA
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@ -340,11 +340,13 @@ bool GPU_HW::DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_di
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{
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{
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delete tex;
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delete tex;
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tex =
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// We copy to/from the save state texture, but we can't have multisampled non-RTs.
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g_gpu_device
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tex = g_gpu_device
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->FetchTexture(m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), 1, 1, m_vram_texture->GetSamples(),
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->FetchTexture(
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GPUTexture::Type::RenderTarget, GPUTexture::Format::RGBA8, nullptr, 0)
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m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), 1, 1, m_vram_texture->GetSamples(),
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.release();
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m_vram_texture->IsMultisampled() ? GPUTexture::Type::RenderTarget : GPUTexture::Type::Texture,
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GPUTexture::Format::RGBA8, nullptr, 0)
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.release();
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*host_texture = tex;
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*host_texture = tex;
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if (!tex)
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if (!tex)
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return false;
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return false;
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